Field Marshall
Eight Thousand Club
- https://www.rpnation.com/threads/no-mortals-rebooted-character-sign-up.335834/
- https://www.rpnation.com/threads/no-mortals-rebooted-ooc.335832/
- https://www.rpnation.com/threads/no-mortals-rebooted-ic.336023/
- @Co GM - Petroshka
- A like by both gm is an accept
(Include an image of your character, no real-life photos)
Name:
Age: (You may optionally include their apparent age and their true age)
Gender:
Race: (See races and organizations tabs)
Personality: (You can optionally include your character's alignment)
History:
Energy: (Include a description, see "abilities" tab)
Energy Type: (Basic/Combination/Enhanced/Advanced)
Other: (Include alternate forms, or if your character is a fusion)
Notes on character creation:
Please include a clear goal or something similar for your character to pursue, neutral characters with no reason to be involved in the story are not helpful.
You can create as many characters as you can handle but throwaway characters will not be accepted that's what NPCs are for.
You may PM me if you'd like to create an organization or group of characters, to perhaps base a story arc around as the villains, it would be appreciated!
Name:
Age: (You may optionally include their apparent age and their true age)
Gender:
Race: (See races and organizations tabs)
Personality: (You can optionally include your character's alignment)
History:
Energy: (Include a description, see "abilities" tab)
Energy Type: (Basic/Combination/Enhanced/Advanced)
Other: (Include alternate forms, or if your character is a fusion)
Notes on character creation:
Please include a clear goal or something similar for your character to pursue, neutral characters with no reason to be involved in the story are not helpful.
You can create as many characters as you can handle but throwaway characters will not be accepted that's what NPCs are for.
You may PM me if you'd like to create an organization or group of characters, to perhaps base a story arc around as the villains, it would be appreciated!
The World of Aether
This is the world in which the "No Mortals" roleplay takes place. It is an expansive universe filled with a mysterious, all-powerful magical substance known as Aether. This is the crystalline substance that souls and planets are made from, it acts as the life force of the universe. In this world, there are very few places darkness can reach, as Aether constantly acts as a shining beacon even in the darkest regions of space. When you look at the night sky, or while travelling through space, you won't see an infinite black void, but a world filled with giant space crystals which provide a warm glowing light to each world throughout the universe. Aether can take many forms other than crystals, even serving as a gentle breeze through the void of space, providing a current for which giant flying animals can travel on. This world is an ancient one, with very few societies having made advancements in technology. Most planets and regions in this world remain in a primordial era, a society ruled by animals, predators and prey. However, many worlds populated by humans have reached a medieval era, for example, the giant planet in the center of the universe, Sol. This is a world ruled by Immortals, and it's up to a certain few of them to protect the Mortals who would become prey to the darkness.
PM me if you'd like specific locations of your creation to be added here, these can be planets within the Primal Territory, or Islands, towns or cities on Sol. However they must be accurate to the region they are located within.
The giant planet which lies in the center of the known universe, the world known as "Sol" is a planet dominated by immortals and the majority of the universes human population. The planet is made up of five main regions, the first continent is known as the Badlands. This region is a huge, flat landscape made up of mostly desert. It is home to those who have no home, or do not belong to a clan and wish to become stronger. It is the land of bounty hunters and renegades looking to make a name for themselves. This is the continent where the Immortals now known as the Huntsmen began to devour the souls of others, eventually becoming stronger and travelling to other lands. The next continent and the largest lies across the sea from the Badlands, and is called Bellum, a region both flat and mountainous, populated by small villages, kingdoms and massive cities alike. Bellum consists of 13 major kingdoms including Terra and an untold number of smaller territories such as independent towns or City-states. This is where the Guardians rule over their respective territories. South of the Badlands lies another region known as Vias, a group of islands that bridge the gap between the Badlands and the southernmost continent. The journey through this region could be peaceful or extremely dangerous, as some islands are know to be home to Primal colonies that are highly territorial. Each island in the Vias region varies greatly from the next, so it is important to know your way around the world when travelling there. The continent that the Vias islands leads to is known as Cold Town, the massive frozen continent at the south pole. This land appears to be made from ice, but it is in fact crystal Aether. However, this makes the land no less dangerous, it is extremely difficult terrain to pass through, and there are little to no places to rest or purchase supplies. The final region is called Terra, a large island that lays directly in the center of Sol's ocean, practically inacessible from the other regions. This is a region known for it's tournaments and huge coliseum. There are many tournaments around Sol, but the most prestigious ones take place strictly on Terra.
The culture of Sol is heavily based around something called the "Pilgrimage". This is where Mortals and Immortals travel across the sea to the Badlands after growing up within Bellum, once arriving there, they make the journey through the Badlands, across Vias, through Cold Town and then back to Bellum, where they are then eligible to travel to Terra and take part in a Grand Tournament, to prove their strength. It is a very dangerous journey, and it is how mahy groups are formed, joining forces throughout their journies. However, recently the Huntsmen have started to take advantage of this tradition, taking up positions throughout Vias and Cold Town in order to kill and devour up and coming Immortals when they are most vulnerable.
Other Immortals are also allowed to take the pilgrimage, as most Guardians native to Sol simply look down upon them as inferior beings, but are not completely hostile. However, many So born Guardians are highly aggressive and will attempt to fight any being with significant power, including other Guardians. The Guardians welcome all Immortals into their tournaments.
The most popular method of travelling on Sol is by boat, with exceptionally giant vessels, even Titans are able to freely travel between continents. Giant flying primals also make flights around Sol, but it is rare to find Primals to transport immortals, therefore travel by sea remains as the most common style of transportation.
The vast expanse of space surrounding Sol is collectively known as "Primal Territory", an area of space filled with various planets mostly populated by Primals. There are some humanoid colonies that travelled there from Sol, but the majority of planets in this world are the territory of the wise and ancient Primals. The Territory is split into three seperate regions, to the north of Sol lies Roc Flight, a collection of hot, dusty and rocky desert planets. This is the home of a majority of flying Primals, creating a network of colonies that work to provide services to the rest of the world, primarily transport. In this world, the giant bird Primals are the primary method of travel throughout the universe. Out of all the Primal Territories, this is the most open and forgiving, as the flying Primals interact with other species to a much higher degree than others. The next region, to the east of Sol, is known as the Elder Plains, the most populous region, filled with much larger planets covered in dense forests, jungles or rolling plains. This is where a majority of Primals make their home, and most choose not to leave their homeworlds. Finally, the third region to the far west of Sol, is Darkreach. It is a sparesly populated region, and the darkest place in the known universe. Not much is known of this region, as not many make the effort to travel there, but most planets there are highly secretive and make no effort to travel elsewhere.
Most places within the Primal Territory are not far from a travel point, where you may be transported to other planets by way of giant bird Primals. Some may even take you to Sol, depending on the strength of the Primal.
The Defense
"The Defense" is a name used to refer to the walls of crystal Aether which line the edges of the known universe, as well as the massive Aether fortress that lies south of Sol. Nobody has ever been able to damage these structures, nor have they ever learnt anything about their existence. Many have simply grown to believe that there is nothing beyond the walls, and that the fortress is where the "gods" reside, watching over the world. To provide further detail, this giant "fortress" appears to be built up against the southernmost Aether wall. If you stand on the south pole of Sol, you are able to see the giant fortress gates very clearly.
This is the world in which the "No Mortals" roleplay takes place. It is an expansive universe filled with a mysterious, all-powerful magical substance known as Aether. This is the crystalline substance that souls and planets are made from, it acts as the life force of the universe. In this world, there are very few places darkness can reach, as Aether constantly acts as a shining beacon even in the darkest regions of space. When you look at the night sky, or while travelling through space, you won't see an infinite black void, but a world filled with giant space crystals which provide a warm glowing light to each world throughout the universe. Aether can take many forms other than crystals, even serving as a gentle breeze through the void of space, providing a current for which giant flying animals can travel on. This world is an ancient one, with very few societies having made advancements in technology. Most planets and regions in this world remain in a primordial era, a society ruled by animals, predators and prey. However, many worlds populated by humans have reached a medieval era, for example, the giant planet in the center of the universe, Sol. This is a world ruled by Immortals, and it's up to a certain few of them to protect the Mortals who would become prey to the darkness.
PM me if you'd like specific locations of your creation to be added here, these can be planets within the Primal Territory, or Islands, towns or cities on Sol. However they must be accurate to the region they are located within.
Sol
The giant planet which lies in the center of the known universe, the world known as "Sol" is a planet dominated by immortals and the majority of the universes human population. The planet is made up of five main regions, the first continent is known as the Badlands. This region is a huge, flat landscape made up of mostly desert. It is home to those who have no home, or do not belong to a clan and wish to become stronger. It is the land of bounty hunters and renegades looking to make a name for themselves. This is the continent where the Immortals now known as the Huntsmen began to devour the souls of others, eventually becoming stronger and travelling to other lands. The next continent and the largest lies across the sea from the Badlands, and is called Bellum, a region both flat and mountainous, populated by small villages, kingdoms and massive cities alike. Bellum consists of 13 major kingdoms including Terra and an untold number of smaller territories such as independent towns or City-states. This is where the Guardians rule over their respective territories. South of the Badlands lies another region known as Vias, a group of islands that bridge the gap between the Badlands and the southernmost continent. The journey through this region could be peaceful or extremely dangerous, as some islands are know to be home to Primal colonies that are highly territorial. Each island in the Vias region varies greatly from the next, so it is important to know your way around the world when travelling there. The continent that the Vias islands leads to is known as Cold Town, the massive frozen continent at the south pole. This land appears to be made from ice, but it is in fact crystal Aether. However, this makes the land no less dangerous, it is extremely difficult terrain to pass through, and there are little to no places to rest or purchase supplies. The final region is called Terra, a large island that lays directly in the center of Sol's ocean, practically inacessible from the other regions. This is a region known for it's tournaments and huge coliseum. There are many tournaments around Sol, but the most prestigious ones take place strictly on Terra.
The culture of Sol is heavily based around something called the "Pilgrimage". This is where Mortals and Immortals travel across the sea to the Badlands after growing up within Bellum, once arriving there, they make the journey through the Badlands, across Vias, through Cold Town and then back to Bellum, where they are then eligible to travel to Terra and take part in a Grand Tournament, to prove their strength. It is a very dangerous journey, and it is how mahy groups are formed, joining forces throughout their journies. However, recently the Huntsmen have started to take advantage of this tradition, taking up positions throughout Vias and Cold Town in order to kill and devour up and coming Immortals when they are most vulnerable.
Other Immortals are also allowed to take the pilgrimage, as most Guardians native to Sol simply look down upon them as inferior beings, but are not completely hostile. However, many So born Guardians are highly aggressive and will attempt to fight any being with significant power, including other Guardians. The Guardians welcome all Immortals into their tournaments.
The most popular method of travelling on Sol is by boat, with exceptionally giant vessels, even Titans are able to freely travel between continents. Giant flying primals also make flights around Sol, but it is rare to find Primals to transport immortals, therefore travel by sea remains as the most common style of transportation.
Primal Territory
The vast expanse of space surrounding Sol is collectively known as "Primal Territory", an area of space filled with various planets mostly populated by Primals. There are some humanoid colonies that travelled there from Sol, but the majority of planets in this world are the territory of the wise and ancient Primals. The Territory is split into three seperate regions, to the north of Sol lies Roc Flight, a collection of hot, dusty and rocky desert planets. This is the home of a majority of flying Primals, creating a network of colonies that work to provide services to the rest of the world, primarily transport. In this world, the giant bird Primals are the primary method of travel throughout the universe. Out of all the Primal Territories, this is the most open and forgiving, as the flying Primals interact with other species to a much higher degree than others. The next region, to the east of Sol, is known as the Elder Plains, the most populous region, filled with much larger planets covered in dense forests, jungles or rolling plains. This is where a majority of Primals make their home, and most choose not to leave their homeworlds. Finally, the third region to the far west of Sol, is Darkreach. It is a sparesly populated region, and the darkest place in the known universe. Not much is known of this region, as not many make the effort to travel there, but most planets there are highly secretive and make no effort to travel elsewhere.
Most places within the Primal Territory are not far from a travel point, where you may be transported to other planets by way of giant bird Primals. Some may even take you to Sol, depending on the strength of the Primal.
The Defense
"The Defense" is a name used to refer to the walls of crystal Aether which line the edges of the known universe, as well as the massive Aether fortress that lies south of Sol. Nobody has ever been able to damage these structures, nor have they ever learnt anything about their existence. Many have simply grown to believe that there is nothing beyond the walls, and that the fortress is where the "gods" reside, watching over the world. To provide further detail, this giant "fortress" appears to be built up against the southernmost Aether wall. If you stand on the south pole of Sol, you are able to see the giant fortress gates very clearly.
Mortals and Immortals
In this world, all beings have souls, filled with energy. Most beings only have enough energy within their soul to support basic life, however, some beings have gained power through various means, and gained Immortality. These beings are known as Immortals, and there are various different races of them spread throughout the world. There are two main differences between Mortals and Immortals, the first is that Immortals no longer have a physical body in the sense that Mortals do. Instead, they have an "avatar" that acts as the physical representation of their soul. This means that Immortals cannot be harmed by regular means, and will only die if their soul is completely destroyed by the power of another Immortal. The second difference is that an Immortal's soul is filled with a unique "energy" that they are able to produce and control at will. This section of lore will detail the individual Immortal races, so make sure you read up on your chosen race before creating your character.
Primals
Primals are various creatures (lions snakes, dragons etc) that have become immortal. Mostly animal like these immortals are categorized as “non-humanoid” and are much more vicious than their humanoid counterparts and would prove to be very difficult to deal with their unorthodox ways of fighting. Most if not all primals talk telepathically, which allows them to talk to other primals with ease, these primals are usually the apex creatures of their pack/herd and guide their species to safety and prosperity. Some of these primals have elevated their species to the level of humans even. They are normally found in Vias but they can be found throughout sol and beyond.
Proto Immortals
Proto Immortals are beings that are between mortal and immortal they can come about in a variety of ways. They possess the ability to use an immortal energy but not any race specific powers of Immortals. They can created by an Immortal, or naturally occurring due to not having enough source material during an immortal's creation. Proto immortals in general can become an immortal however they will require much more Souls for a Proto Huntsman (Fledglings) or Aether for a Proto Sentinel (Sentry), or to simply fight more/get more people to willingly join their fusion for a Proto Guardian (adepts) to evolve to the next stage. Proto immortals can be killed by the same means as any other mortal however they have the basic energy of your average immortal. When they promotoe to being full flegdged immortal their form(fledgling), armor(Sentry), and weapon(Adept) could possibly become the first form of their Soul Armor, Soul Weapon, or apart of their Finale.
Guardians
Guardians are a new race of Immortals, when the souls of a mortals join together in unison to create a much more powerful being. Originally this was done to act as a guardian for mortals who cannot defend themselves. When Guardians are born, they have no memories, and are the result of the fusion of many different souls, however, they are still their own person. Guardians can be formed a variety of ways but all share one trait, they are all formed from a mass of mortal souls. These souls can determine a Guardian's appearance and their Energy, Guardians can also commune with their souls and extract information as well as skills from their souls. Guardians gain power not only from adding more souls to their fusion but from gaining mortal followers, believers, and worshippers as well. Guardians created from too few souls are proto immortals simply known as Proto Guardians, they can go on to become a guardian if they add enough souls to their fusion.
Adepts
Guardians when they reach atleast an enhanced energy, can also turn Mortals into Proto Immortals called Adepts. An Adept is created when a Guardian seeds a soul(s) from their fusion into a mortal which turns them into a Proto Immortal. Guardians cannot seed out too many of their souls because they'll begin to lose power so most Guardians are only able to make a few before experiencing dips in their powers. If an Adept chooses to leave the service of a Guardians the souls are returned to the Guardian but the Adept maintains their power and can go on to become a Guardian if they fuse with enough mortal souls. If a Guardian dies and they have one Adept who contains souls from their fusion, the souls of the Guardian are transferred to the Adept and they become a Guardian. These rules change when a Guardian achieves Advanced Energy. They can promote one Adept to being a Guardian and upon their death all connected Adepts become Guardians.
Abilities:
Soul Weapon: Guardians have the unique ability to transform their souls into various weapons or items, and even upgrade them over time, as they become more powerful. This stems from their stronger than average soul, created in order to resist a lot of damage, this also means that Guardians can freely use their soul as an offensive or defensive weapon without worrying about damaging themselves. This "Soul Weapon" acts as an extension of their being, and is simply another part of their avatar.
Sacrifice: In an extreme situation, it is possible for Guardians to re-form their souls after being destroyed, but as a result they will lose all of their memories up until that point. However, they may recover these memories over time. When they re-form, they can possibly take on a brand new physical form that makes them even more powerful than before their soul was destroyed.
Sentinels
Sentinels are mysterious, extremely rare, and supposedly ancient Immortals. There are only a few secretive societies that can produce Sentinels, they are created using advanced technology to transplant Aether from various other Mortals into a single Mortal soul, granting that being Immortality. Currently, the technology used to create Sentinels is in its experimental stages, and therefore Sentinels are rarely seen. They are often created in military societies, with a high-ranking individual often being made into a Sentinel who rules over the society, and acts as it's protector. Sentinels are seen as legends through most of the world, some even going as far to believe that Sentinels are the gods of this world. Sentinels can increase their power from having more Aether transplanted into themselves. Unlike Guardians Sentinels retain their memory and are mortal before being turned into one. Going through the Sentinel process is dangerous and risky, the mortal’s body will feel like all of the blood is being sucked out and replaced and it will feel like hours have passed when it was really only a few seconds. Those not going to the conventional process of going through it will suffer longer and harder.
Sentries
Sentinels that are created with too little Aether are known as Sentries, naturally if they receive more Aether they can become a Sentinel. However Sentinels cannot seed mortals like Guardians as Aether is more of a produced and refined product.
Abilities:
Soul Armour: Sentinels have the ability to control the Aether within their soul to an extreme degree, forming powerful suits of armour to protect their souls and enhance their abilities. Over time, they can upgrade this armour into more powerful forms, increasing their speed and strength in the process. Similar to the "Soul Weapon" of the Guardians, the Sentinel's Soul Armour acts as an extension of their soul, but provides much more protection to their soul.
Aether Call: A very powerful Sentinel has the ability to withdraw the raw energy from nearby Aether structures, borrowing power from the universe itself, allowing them to take on a new, more powerful form. However this power is not their own, and will eventually return to it's original source.
Huntsmen
The Huntsmen are a group of new Immortals in this world, however, they are very different from all other Immortal races. Their souls are not made from Aether, but a mysterious, substance known as Dark Matter. These Immortals came into being when a few Mortals were sick and tired of other immortals governing them, wished to rise up against the Immortals, and gain power of their own. To do this, they committed the ultimate sin, consuming the soul of another being. This sin gave birth to a brand new energy that corrupts all it touches: Dark Matter. Huntsmen are the mortals who devoured the souls of many different beings, gaining more and more power until their souls were corrupted by Dark Matter, and transformed into powerful Immortals. Huntsmen seek only to gain more power, and will cause the extinction of all other Immortal and mortal races if they are left free to hunt for souls. Huntsmen can gain more power from devouring souls especially those of immortals, the more powerful the immortal's soul the greater the gain from devouring it. They are the apex predators of all mortals and if left to feed they may end up causing the extinction of all life
Most Huntsmen are found in disparate climates and situations like the Badlands or Cold Town. However lesser huntsmen, fledglings can be found in busiering cities where the poor are many and desperate for change. Acults also would benefit the huntsmen offering sacrifices and such
Fledglings
Huntsman all start out as proto immortals called Fledglings until they devour enough souls to become Huntsmen. Huntsmen can also create Fledglings by corrupting a mortal soul directly with dark matter. Once they devour enough mortal souls they become true Huntsman. But while they are Fledglings they can become more rabid and develop more demonic\abominable appearances.
Abilities:
Hunt: Upon consuming the soul of a specific Immortal, Huntsmen are able to perform a special technique known as a "Hunt". This ability lets them temporarily alter their soul and physical appearance, becoming a demonic creature based upon the race of one of the souls they have consumed. They will take on the traits of that specific race, in order to take advantage of the weaknesses of their prey, they use this ability to gain the advantage in a hunt.
Finale: A highly experienced Huntsman is able to "devour" his own soul in order to perform the "Final Hunt", increasing their own abilities exponentially, for a short period of time. This technique causes the user to take on a new, possibly much more demonic form, for as long as the technique lasts. During this period of time, Their bodies mutate in various ways their skin becomes consumed in some dark substance and once the substance subsides their demonic form appears. While they are in this form much less mentally stronger huntsmen will lose control of their thoughts and go into a frenzy of hunger and consumption.
Abilities of an Immortal
Abilities of an Immortal
There are three specific powers an Immortal has, that Mortals do not. The first is energy, the unique power that an Immortal contains within their soul, and has control over. This is an Immortals main weapon, that they use to fight with. The second power is the race-specific abilities such as upgrading your Soul Armour as a Sentinel, Forming specific main weapons as a Guardian and Turning into a demonic being as a Huntsman . These abilities are all listed in the race info page. Immortlas can wield weapons or wear armor but they won't be upgradable, as powerful, or of the same quality as a Guardian's soul weapon or armor. The third and final power of an Immortal, is their enhanced natural abilities, such as increased speed, increased strength, and increased endurance. The extent of these natural abilities depends on the overall strength of an Immortal. Though, it should be noted that an Immortals true strength comes from their energy, and should not expect to defeat an opponent by punching them, without using their energy (After all, an Immortal can only be harmed by the energy of another Immortal). Regarding the speed of an Immortal, they are able to move swiftly in short bursts, to evade, dodge and dash towards opponents, however they cannot easily travel through space, fly or sprint across continents. Immortals must use regular means of transportation, depending on the region, such as boats or animals like horses. The only Immortals that can easily travel through space are of course the flying primals, who serve as a means for transportation through the universe. Immortals must rely on these birds if they are to travel throughout space. As an Immortal ages and gains experience in battle, their abilities will increase, their souls will become more powerful, with a larger supply of energy, and more powerful energy. They can also increase their strength through other means, such as accumulating followers as a Guardian, devouring souls as a Huntsman, or receiving more Aether as a Sentinel.
Energy
"Energy" is the main ability of an Immortal, it is a substance produced within their soul, and naturally regenerates over time. An Immortal has the ability to produce and manipulate this energy at will, and can only control their energy if their soul comes in contact with the same type if found in the natural world. There are multiple "types" of energies, but every character begins with a Basic-type energy. This is an energy that allows you to control a certain substance, such as fire, water, earth, etc. Over time, an Immortals energy may change into a different type, there are two methods used to achieve this. Make sure to explain how you energy works and what it does. You can choose from the list of basic energies below but can request a different sort of basic energy via pm but it must follow the general trend of basic energies.
Summary of Energy Types:
Basic Energy - The ability to produce and manipulate a single substance. Normally these should be simple elemental powers or something.
Basic Energy Examples: Lightning, String, Wind, Metal, Earth, Water(includes Ice), Gravity, Light, Fire Slime, Sound/Vibration, Explosion, Acid, Nature, Poison, Crystal, Neon
Combination Energy - The ability to produce and manipulate an energy that encompasses two or more basic energies. This is only achieved through the fusing of two immortals. Fusion Is the combination of two basic energy types achieved via two immortals fusing together to temporarily change the energy into something different. However fusion only works between races and nigh impossible for a different race to fuse with another.
Examples: Magma, Airwave
Enhanced Energy - The ability to produce and manipulate an upgraded version of a basic or combination energy, gaining various other unique abilities related to that energy in the process. Enhanced Energy is obtained through energy adaptation."Energy Adaptation", a process that takes an extended amount of time, or very extreme conditions. This is the natural process of how an energy may evolve, for example, over the course of the story, a character with the "Explosive" energy may eventually transition to the "Nuclear" energy. This would be referred to as an "Enhanced Energy", a type of energy that acts as an upgraded form of a basic or combination energy, it is possible for these enhanced energies to have several special abilities outside of the main "produce and manipulate" power of a regular energy. However at the very least when an energy is adapting into a new form the old form, at the very least the new energy should be related to or associated with the previous energy.
Examples: Heat, Cold
Advanced Energy - The ultimate ability that has it's own unique rules, determined by the player. This energy is not restricted to control over a substance. "Advanced Energy", a power that is not restricted to just a substance, and is extremely difficult to attain (and should be requested first). There are many possibilities for an advanced energy, so let your creativity go wild, but remember, it should make sense in regards to your previous energies, for example: Virus (Basic) > Decay (Enhanced) > Death (Advanced). This stage of energy adaptation is saved for long-term characters, so if you have a plan in mind for your character, it's a good idea to discuss it with me early on, so I can give the all-clear that it's balanced for the RP.
Examples: Destruction, Death
Charges
"Charges" is something put in place to keep combat balanced and entertaining.
Charges is used to perform certain actions, such as changing forms (upgrading weapons as a Guardian, performing Finales as a huntsman, etc) and other race-specific abilities, all located under the "Abilities" section of the race information. When you begin a fight, you won't have any charges, charges is gained by engaging your opponent, recieving damage, etc. This is done to encourage more drawn-out, interesting battles, instead of people using their strongest abilities straight from the beginning. A good rule to follow, is to only use your abilities when you really need to. That will hopefully keep fights entertaining for everyone.
Abilities of an Immortal
There are three specific powers an Immortal has, that Mortals do not. The first is energy, the unique power that an Immortal contains within their soul, and has control over. This is an Immortals main weapon, that they use to fight with. The second power is the race-specific abilities such as upgrading your Soul Armour as a Sentinel, Forming specific main weapons as a Guardian and Turning into a demonic being as a Huntsman . These abilities are all listed in the race info page. Immortlas can wield weapons or wear armor but they won't be upgradable, as powerful, or of the same quality as a Guardian's soul weapon or armor. The third and final power of an Immortal, is their enhanced natural abilities, such as increased speed, increased strength, and increased endurance. The extent of these natural abilities depends on the overall strength of an Immortal. Though, it should be noted that an Immortals true strength comes from their energy, and should not expect to defeat an opponent by punching them, without using their energy (After all, an Immortal can only be harmed by the energy of another Immortal). Regarding the speed of an Immortal, they are able to move swiftly in short bursts, to evade, dodge and dash towards opponents, however they cannot easily travel through space, fly or sprint across continents. Immortals must use regular means of transportation, depending on the region, such as boats or animals like horses. The only Immortals that can easily travel through space are of course the flying primals, who serve as a means for transportation through the universe. Immortals must rely on these birds if they are to travel throughout space. As an Immortal ages and gains experience in battle, their abilities will increase, their souls will become more powerful, with a larger supply of energy, and more powerful energy. They can also increase their strength through other means, such as accumulating followers as a Guardian, devouring souls as a Huntsman, or receiving more Aether as a Sentinel.
Energy
"Energy" is the main ability of an Immortal, it is a substance produced within their soul, and naturally regenerates over time. An Immortal has the ability to produce and manipulate this energy at will, and can only control their energy if their soul comes in contact with the same type if found in the natural world. There are multiple "types" of energies, but every character begins with a Basic-type energy. This is an energy that allows you to control a certain substance, such as fire, water, earth, etc. Over time, an Immortals energy may change into a different type, there are two methods used to achieve this. Make sure to explain how you energy works and what it does. You can choose from the list of basic energies below but can request a different sort of basic energy via pm but it must follow the general trend of basic energies.
Summary of Energy Types:
Basic Energy - The ability to produce and manipulate a single substance. Normally these should be simple elemental powers or something.
Basic Energy Examples: Lightning, String, Wind, Metal, Earth, Water(includes Ice), Gravity, Light, Fire Slime, Sound/Vibration, Explosion, Acid, Nature, Poison, Crystal, Neon
Combination Energy - The ability to produce and manipulate an energy that encompasses two or more basic energies. This is only achieved through the fusing of two immortals. Fusion Is the combination of two basic energy types achieved via two immortals fusing together to temporarily change the energy into something different. However fusion only works between races and nigh impossible for a different race to fuse with another.
Examples: Magma, Airwave
Enhanced Energy - The ability to produce and manipulate an upgraded version of a basic or combination energy, gaining various other unique abilities related to that energy in the process. Enhanced Energy is obtained through energy adaptation."Energy Adaptation", a process that takes an extended amount of time, or very extreme conditions. This is the natural process of how an energy may evolve, for example, over the course of the story, a character with the "Explosive" energy may eventually transition to the "Nuclear" energy. This would be referred to as an "Enhanced Energy", a type of energy that acts as an upgraded form of a basic or combination energy, it is possible for these enhanced energies to have several special abilities outside of the main "produce and manipulate" power of a regular energy. However at the very least when an energy is adapting into a new form the old form, at the very least the new energy should be related to or associated with the previous energy.
Examples: Heat, Cold
Advanced Energy - The ultimate ability that has it's own unique rules, determined by the player. This energy is not restricted to control over a substance. "Advanced Energy", a power that is not restricted to just a substance, and is extremely difficult to attain (and should be requested first). There are many possibilities for an advanced energy, so let your creativity go wild, but remember, it should make sense in regards to your previous energies, for example: Virus (Basic) > Decay (Enhanced) > Death (Advanced). This stage of energy adaptation is saved for long-term characters, so if you have a plan in mind for your character, it's a good idea to discuss it with me early on, so I can give the all-clear that it's balanced for the RP.
Examples: Destruction, Death
Charges
"Charges" is something put in place to keep combat balanced and entertaining.
Charges is used to perform certain actions, such as changing forms (upgrading weapons as a Guardian, performing Finales as a huntsman, etc) and other race-specific abilities, all located under the "Abilities" section of the race information. When you begin a fight, you won't have any charges, charges is gained by engaging your opponent, recieving damage, etc. This is done to encourage more drawn-out, interesting battles, instead of people using their strongest abilities straight from the beginning. A good rule to follow, is to only use your abilities when you really need to. That will hopefully keep fights entertaining for everyone.
Rules:
- Post size: at least a paragraph of 4-5 lines
- No one liners, make sure your post size is enough for your partners to work with.
- Proof read your posts, avoid consistent bad grammar.
- Make sure you are able to keep up with the roleplay's pace before joining, and are able to post every few days.
- Let me or your immediate roleplay partners know if you will be unable to post, so the RP can continue.
- Do not quote posts in the roleplay area, always use tags when directing your post at another roleplayer to avoid clutter.
- When adding lore elements that aren't mentioned in the RP information, you must check with me first if it's acceptable
- If you are inactive for over a week with no explanation, you will most likely be removed from the RP.
- No mortals
The Pantheon
These are the ruling Guardians of Bellum, and by extension, the entirety of Sol. They are made up of a dozen or so extremely powerful Immortal Guardians, each with control over a certain region of Bellum, often with a major Kingdom under their rule. All individual Guardians within this group are champions of the Terran Grand Tournament, and during each yearly event, it is expected that one of these Guardians claim victory, and for many eras, this has proven true. The Pantheon all have an agreement with eachother, to avoid large-scale war and loss of life, instead of war, they make bets during tournaments and land is given to the Guardian who earns it, through means of fair combat. This system is put in place, so even if one were to start a war, the others would aid the attacked party, and quickly resolve the conflict. However, the Guardians can be unpredictable, and not one can be counted on to hold true to agreements such as this, but so far, no large-scale wars have broken out, and members remain civil with one another, for the most part. The Pantheon also includes rulers of some smaller territories as minor Pantheon members. The "Pantheon" also extends to a seperate group, the Ancient Ones. In Cold Town, the Ancient Guardians live in isolation, retired from competing in the tournament, these Guardians are the most powerful Immortals on Sol.
Sects:
Pantheon - Guardians who rule over Kingdoms in Bellum
- King Michael of Symphonia
Ancient Ones - Retired rulers who now reside in Cold Town
- Oberon
Requirements: Must have ranked highly in the Terran games, must have a large quantity of followers and at least one small kingdom to their name. (At some point in time, retired Immortals are still part of the group)
Symphonia
Symphonia is one of the mighty kingdoms of Bellum and one the most benevolent in reference to the other regions of Sol. Symphonia is full of guardians and Adepts who protect the citizens in return for the citizens to become their followers. A properous Kingdom on water which is said to be defended by the ancient Primal pet of the Kingdom's founding Guardian. Guardians native to this kingdom are forged by hand by the Kingdom's ruler which is currently an advanced energy Guardian named Michael. Souls for these guardians are carefully chosen and potential souls are stored in storages hidden by the Monarch. There are also mortals who become Adepts and then Guardians which is an opportunity which only the most loyal followers of a particular guardian receive.
Symphonia seeks to not only better itself but to establish colonies in other regions and help improve the lives of those who live their. They have an order of guardians established for this purpose known as the Crusaders who operate outside of Bellum and have developed an advanced network of communication and information.
History: Symphonia was founded by an Ancient Guardian named Oberon who had forged and terraformed the kingdom with his own hands or rather his energy. He had amassed followers who would then become the first citizens of his kingdom. He would through self developed rituals hand craft new guardians so many native guardians of Symphonia are practically his children. Oberon also created a Primal guardian to guard the waters Symphonia floats on, he named this great primal Ophis and she is said to stand guard even till today. Symphonia prospered as a Kingdom under Oberon's rule for centuries but he has since chosen to step down and retire after one of his former adepts promoted to their advanced energy. He left Symphonia in the hands of that guardian, who is named Michael.
Symphonians
- Oberon - Former ruler and Founder of Symphonia, he has retired to Cold Town and became an Ancient One
- Ohpis - Rumored to still guard Symphonia from underneath its surface and is an elder primal guardian created by Oberon.
- Michael - The new ruler of Symphonia who has replaced Oberon as a memebr of the Pantheon. He originally was an Adept seeded by Oberon but over centuries has worked hard to evolving into being an advanced energy Guardian.
- Raikou - A guardian native to Symphonia and the last one forged by Oberon. He is set to be one of the representatives of Symphonia in the Terran Games, given he completes his Pilgrimage.
Requirements: None really, it's not uncommon for them to welcome Guardians, Adepts, or maybe a Sentinel/Sentry to their ranks provided they have earned the Monarch's trust.
Sildor Conglomerate
(SC)
Hailing from the planet Sildor (hence the name) The Conglomerate is run by The Board Of Directors, scientists and engineers who are considered the top of their field this is to promote progress of the society. The conglomerate is a very advanced society and their main focus is on research and the understanding of the universe. They send out reconnaissance parties frequently, and everywhere, although the galaxy world of Sol has proven to be too hostile to survey, that is, until Board Director Acantha Al Achturas invented(or discovered) the process of making new immortal-like species dubbed "Sentinels" however the survival rate of volunteers is low and few side effects have been known to occur in surviving ones.
History:
In ancient times Sildor was still a very advanced society originally named “The Parn” their home was ruled over by a immortal who had controlled viruses. The parn worshipped this immortal foolishly until a Sentinel or Guardian lured it away. But before leaving the immortal brought the parn to the brink of extinction. The surviving parn who were advanced in the ways of medicine then flourished after the immortal abandoned the Parn homeworld now named Sildor. Back to present day the Sildorian government who prioritized the advancement of sildorian-kind eventually set out to the stars the first race they found were a seemingly aggressive race known as the Dycrons. Sildorian exploration ships tried to contact them but were immediately fired upon. This triggered the war the Sildorian peoples have been in in centuries. The dycrons sent an expeditionary force and the sildorian fleet ambushed them successfully destroying the dycron fleet. Military director Nyala fought in the asteroid fields during this brief war and was slightly injured.
The Sildorian government at the time decided it was better to remain hidden much to the sildorian militaries dismay.
Acantha Al Achturas - first sentinel and first test subject of the conglomerate
Sebastion Z. Ravus - Second generation Sentinel and Commander sent to assist Acantha in order to gain experience and education about the universe around them as well as to test out the second generation's abilities.
more to be added soon.
However they know that they may not be the only society that has the means and knowledge of making these new breed of immortals and are actively looking for any signs of them. These sentinels shall be dubbed:
Rogue Sentinels.
in addition to immortal research the conglomerate are also constantly looking for ways to improve the way of life for all mortals (on their planet) it is uncertain if there is any other civilization more advanced than theirs, The conglomerate is wary of this and they keep their presence in the universe low as for safety.
Board directors(more to be added soon, not available):
Nyala Val Peirch - Military Director and former Technologies director.
Acantha Al Achturas - Technologies and Logistics Director.
Valyaev el ketrovic - Manufacturing and mining Director
Jural di urel - Agrarian director
Scylla de Sakuras - Information and Trade Director.
Relations: There is a sildorian outpost on the edge of Lunari space that serves as a trading post between the two powers. Currently Sildorian board views them as a potential threat with their large empire as such.
Requirements: Must be a Sentinel and be from Sildor.
(SC)
Hailing from the planet Sildor (hence the name) The Conglomerate is run by The Board Of Directors, scientists and engineers who are considered the top of their field this is to promote progress of the society. The conglomerate is a very advanced society and their main focus is on research and the understanding of the universe. They send out reconnaissance parties frequently, and everywhere, although the galaxy world of Sol has proven to be too hostile to survey, that is, until Board Director Acantha Al Achturas invented(or discovered) the process of making new immortal-like species dubbed "Sentinels" however the survival rate of volunteers is low and few side effects have been known to occur in surviving ones.
History:
In ancient times Sildor was still a very advanced society originally named “The Parn” their home was ruled over by a immortal who had controlled viruses. The parn worshipped this immortal foolishly until a Sentinel or Guardian lured it away. But before leaving the immortal brought the parn to the brink of extinction. The surviving parn who were advanced in the ways of medicine then flourished after the immortal abandoned the Parn homeworld now named Sildor. Back to present day the Sildorian government who prioritized the advancement of sildorian-kind eventually set out to the stars the first race they found were a seemingly aggressive race known as the Dycrons. Sildorian exploration ships tried to contact them but were immediately fired upon. This triggered the war the Sildorian peoples have been in in centuries. The dycrons sent an expeditionary force and the sildorian fleet ambushed them successfully destroying the dycron fleet. Military director Nyala fought in the asteroid fields during this brief war and was slightly injured.
The Sildorian government at the time decided it was better to remain hidden much to the sildorian militaries dismay.
Acantha Al Achturas - first sentinel and first test subject of the conglomerate
Sebastion Z. Ravus - Second generation Sentinel and Commander sent to assist Acantha in order to gain experience and education about the universe around them as well as to test out the second generation's abilities.
more to be added soon.
However they know that they may not be the only society that has the means and knowledge of making these new breed of immortals and are actively looking for any signs of them. These sentinels shall be dubbed:
Rogue Sentinels.
in addition to immortal research the conglomerate are also constantly looking for ways to improve the way of life for all mortals (on their planet) it is uncertain if there is any other civilization more advanced than theirs, The conglomerate is wary of this and they keep their presence in the universe low as for safety.
Board directors(more to be added soon, not available):
Nyala Val Peirch - Military Director and former Technologies director.
Acantha Al Achturas - Technologies and Logistics Director.
Valyaev el ketrovic - Manufacturing and mining Director
Jural di urel - Agrarian director
Scylla de Sakuras - Information and Trade Director.
Relations: There is a sildorian outpost on the edge of Lunari space that serves as a trading post between the two powers. Currently Sildorian board views them as a potential threat with their large empire as such.
Requirements: Must be a Sentinel and be from Sildor.
Military Republic of LunariCustodia
Condition:
Vibrant tropical ocean world teaming with life
Ruler:
Imperator Maximus Decantus (Felinae)
Custodia is home to both the Illustrati and the Felinae.
The Illustrati are a race of humanoids that make up much of the planet's population. Averaging at about 6ft 8in, and 148lbs, the Illustrati are among the most adaptable species in their system. Their appearance is somewhat similar to that of humans or elves, the major differences being their seemingly lack of pupils, bowed shins, and slightly enlongated canines signifying a carnivorous diet. Their blood also contain Hemocyanin meaning that their respiratory proteins use copper binding sites to bind and transport oxygen, making their blood blue instead of red like humans. Natural acrobats, and extremely adaptive genetics, they can survive in almost any climate.
The Felinae are a race of humanoids decended from felines. Felinae are actually two different species bearing astonishing resemblance to both humans and illustrati, the only physical difference being the tails that extend from their posteriors and the greater variety of ear shapes. What seperate the two are the breeds, Felinae Superior, and Felinae Minus. Both are extremely curious, have exceptionally strong senses of smell and hearing, as well as powerful night vision. Like the Illustrati, they have a seemingly lack of pupils, and their blood contains Hemocyanin. They too are acrobats, and have extremely adaptive genetics, allowing for cross species breeding, and survivability in almost any climate. What seperate the two is the fact that the felenae Superior is taller by a head on average, and are typically hairless, bearing more human/Illustrati features, while the Felinae Minus bears more catlike features, such as a light coat of hair over 80% of their bodies and more feline features much like their ancestors.
Government:
Military Republic
Culture:
While their government is militaristic, the Illustrati and Felinae are very peacable beings, seeking to spread their influence through cultural domination and intellectual superiority to bring new spacefaring races into their republic, knowing that their ideals and beliefs will inevitably influence the existing culture. Being natural Xenophiles, they believe that society would grow stagnant without different concepts and moralities and are thus considered staunch believers in unity by diversity. Yet despite these idiologies,they are known for their militaristic and disciplined culture, typically taking on the role of peace keepers.
Landmarks:
The Black Citadel: An ancient fortress built long ago before the unification of the Illustrati and Felinae peoples. It's size and constuction still leave many archeologist baffled. Made up of massive slabs of smooth basalt, the fortress remains in use by the government as the planetary capital, it's awesome and intimidating construction still bring wonder to the people.
History:
Custodia was not the peaceful world that it is now. In fact, what little remains of their history before the Unification War, tells the moden day citizens that the Illustrai were once seafaring clans, constantly at war with each other and the Felinae for reasons long forgotten. During that time, the hero who would unite the Peoples [Name Lost] rose to power, and thus construction of the black citadel began.
From then on for the next 15 millenia, the Military Republic of Lunari prospered and advanced, quickly becoming the technologically advanced people they are today. During that time, they had began to colonize worlds, and soon discovered the Void gates, sending them into a galaxy that was cruel and unforgiving. Not soon after exploring the system they had entered were they fired upon by an alien race that today is still unknown to them. This of course spurred the military into action, and war soon consumed the Republic. For fifty years the Republic fought, and studied the technology their foe had used, spurring great technological achievements. But soon the war came to an abrupt end, when they used their world burner cannon on their enemies homeworld. The results were devestating. The planet became a barren lifeless wasteland, all the atmosphere burned away, and no traces of the inhabitant's existence. Mortified, they locked the weapon away in the hopes to never use this terrible device again.
With their foe erradicated, they have began to expand their republic, in hopes of one day meeting new peoples and absorb them into their Military Republic of Lunari.
Requirements: Must be a Sentry and from the same party as Marius Aurel
The Wild Hunt
The Wild Hunt began with it's an old Huntsman named Azazel who defied all that it meant to be a Huntsman at the time this was all because he savored the soul of an immortal with an Advanced Energy. In doing so he learned the very nature of Huntsman is designed to keep them from their true potential and only when they reign in their nature may they achieve it. Through control, teamwork, and standards will a Huntsman ever truly savor quality souls in regards to themselves and those are the principles the Wild Hunt is based on. It's ironic that the Wild Hunt are more civilized then their counterparts despite their name. Azazel made it against the rules to unnecessarily devour low quality souls like normal mortals and basic energy immortals. When a member of the Wild Hunt is caught doing so , a Rough Hunt takes place and that Huntsmen is devoured by the members of the Wild Hunt. Note it's against the rules to devour lower quality souls but not to kill those posessing them.
The Wild Hunt all generally travel together and number around 100. The Wild Hunt is pretty much unilaterally by it's master Azazel. Whenever the Wild Hunt blow through an area a dark haze is about them because of the intense amount of dark matter all congregating together. This is believed to be the root of how the Wild Hunt travel so fast for a group their size and mostly all together. One's normal assignment is to travel by the side of the Grand Champion of the Hunt, but sometimes Huntsmen with permission or on an assignment will travel independent of the group for a while. When one devours an Advanced Energy soul, that Huntsmen is recognized as a Champion of the Hunt and earn a place directly as the side of Azazel the Grand Champion.
Members:
Azazel - Grand Champion
Grunbeld Kingsglaive - Member
Kai Aster - Member
Reno Redd - Member
Requirements: Must be a Huntsmen and must swear off the unnecessary devouring of weaker souls.
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